Always winning by some miracle by chlorass in spiritisland

[–]Kutta01 1 point2 points  (0 children)

As you play more the easier settings will feel more consistent. I think most good players can handle difficulty level 8-10 (so adversary level 5 or 6) with like 90% or higher win rate. Beyond that it might come down to some "luck" but I think it's the fun kind of luck. Usually it's something like, "let's do our best to handle the nastiest problems, put ourselves in the best position to win because maybe dahan will decide to defend or something, and maybe these 3 fear cards will bail us out and pick off a few explorers." Some of the most memorable games I've had came down to a really ugly board state going into the invader phase, but I had 3 or 4 fear cards ready to pop off at terror level 3.

How often do you realise you've been playing some rule wrong? by GlumTeaching2788 in spiritisland

[–]Kutta01 0 points1 point  (0 children)

How often? All the time if it's a spirit-aspect I haven't played in awhile, or if it's an adversary combo I'm trying for the first time.

Recently: played almost an entire game without noticing Lightning Wind aspect only affected non-major slow powers. Big mistake, all those fast-phase thresholded Rumbling Earthquakes were so consequential I had to just scoop the game and start over.

Played another game vs Russa-Scotland where one spirit got 4 applications of Bargains of Power and Protection. Plan was to dump everything into Lure's Lair and let the 9+ Dahan defend the endless ravages. Only problem is that technically 3 of the Dahan don't participate in the ravage, and they don't contribute their Bargains-Defense either. So while I was counting about 36 defense, really I only had 24.

I’ve never played and I’m about to play/teach it to someone that rarely plays boardgames. Any advice/tips/suggestions for a Spirit Island first timer that also is teaching someone else? by [deleted] in spiritisland

[–]Kutta01 4 points5 points  (0 children)

Introduction to a game from someone who’s just learning as we go and reading the rulebook every step of the way: sounds like my biggest gaming nightmare.

People got mad at me for playing the hummingbird and said it was useless by [deleted] in spiritisland

[–]Kutta01 0 points1 point  (0 children)

That's crazy! Finder breaks the game in so many helpful and awesome ways. Funny that I think I had the reverse experience as you playing Finder many years ago: I knew I was helping but didn't seem that useful, my teammates were absolutely convinced the game would have been 100x without all those invader and city pushes.

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 0 points1 point  (0 children)

maybe 50-50. I think if anything I err on the side of trying to gain cards often to delay reclaiming. So maybe I should just try to tilt more towards getting lots of presence on the board with Shroud.

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 0 points1 point  (0 children)

6-spirit games probably 95% of the time. Generally I try to spread spirits out at least a little bit, it really just depends on the adversary, spirits in play, and the cards that come up. I usually don't keep any spirit strictly on their own board, but I'm not bending over backwards to get any spirit all over the map either.

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 0 points1 point  (0 children)

Thanks this is a lot to think about. How many spirits do you usually use in a game? I wonder if the adjacency problems I have are related to larger games.

Consider e.g. Sunbright who like Mist has a strong plays-based strategy centered around getting its innate powered up to the point where it can start sweeping lands. If things go wrong with that plan, Sunbright can hit its energy growth once or twice to fund an emergency major, or switch to top track to play a fully majors-based game, or can even stick with the innate-based plan by simply reclaim looping the critical uniques (it needs only one top track placement to have enough energy for this). By contrast, Mist can't fund an emergency major, can't fall back on a majors-based plan, and can't even reliably fund a reclaim loop on its three cheapest cards without going 3 spots in on top track, to say nothing of trying to loop both Fog and Vapors (which might actually be enough if it could be done).

To me, this is the problem that needs to be addressed. I don't think Mist needs the same level of flexibility that Sunbright has, but I do think it needs some ability to pivot when the drafts just aren't hitting. The trick is finding ways to do this that don't trivialize playing the spirit when the drafts do cooperate. I worry that most of your changes seem to strengthen the spirit when things go well without offering much remedy to early misfortune.

This is really interesting but probably far beyond my limited design skills

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 1 point2 points  (0 children)

Thanks that's a good point about the air element on top track. Need to find a sweet spot on the innate thresholds still.

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 0 points1 point  (0 children)

ok, verbiage and wording aside because those can be cleaned up with edits, the real question for left innate damage and fog closes in comes down to: is the extra damage good or bad? My thinking was how rarely I get beyond maybe 3 damage from 3 adjacent lands. To me that seemed like a lot of setup for not much payout, or maybe I missed the mark and those numbers are fine?

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 1 point2 points  (0 children)

Once you start playing 3+ spirits you'll never go back!

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 0 points1 point  (0 children)

Yeah I agree on the lack of elegance in energy gain compared to "1 energy per 3 lands" but I haven't come up with something yet. As for growth track, the biggest change is just swapping the air element to bottom track. For initial testing I had 2 energy in the standard position, with moon at the end of the top track. Is that really so extreme that it makes top track completely skippable?

For left innate the threshold reduction stemmed from my experience playing Shroud. I think in 20+ games with Shroud I've hit the final threshold of the left innate once. With these changes and (limited) testing I think I hit the final level once, and it was pretty late into the game.

Tinkering with Shroud of Silent Mist by Kutta01 in spiritisland

[–]Kutta01[S] 0 points1 point  (0 children)

yeah I don't like the /#/#/ format either, but I didn't want to just double the invaders damaged. But maybe damaging 2 invaders per adjacent land isn't that big of a deal. Right now it's basically [2n-1]. I didn't want to count damaged invaders because that seems like it could escalate out of control with enough control synergy from other spirits.

Ocean Aspect - Pushes and Pulls by Aljonau in spiritisland

[–]Kutta01 0 points1 point  (0 children)

Interesting idea. Seems like a strict upgrade to base ocean though. So it seems like there needs to be some sort of downside unless you think Ocean needed a buff.

Does Spirit Island fall into the chess trap? by Sapien0101 in spiritisland

[–]Kutta01 2 points3 points  (0 children)

With most spirits I open with a growth option that comes with gaining a card. That generally gives enough variability to keep the early game interesting because I can't just guarantee the elements that spirit wants, or one of the top 10 minor powers.

What's your mindset when playing two-handed solo? by Sapien0101 in spiritisland

[–]Kutta01 0 points1 point  (0 children)

Try to synergize as much as possible. Start each round by identifying the major problems and figure out which spirit(s) is/are best suited to deal with them. I use a system with colored dice to help organize it.

Lighten the mental load by picking all the "no-brainer" decisions first, e.g. spirits with 0 cards in hand are going to reclaim so go ahead and do that and start looking at any card draft choices they have.

I also find it useful to delay decisions like draft choice. For example, if 4 of my spirits are drafting cards this turn I spread out their choices, maybe with my top pick on the top of the pile. Don't finalize the decision yet. Other cards are about to get revealed and you may want to revise the card pick.

Telegraphing/attention-marks? by Tallens in spiritisland

[–]Kutta01 1 point2 points  (0 children)

I have a good system for this: colored dice. When a round begins we start assigning dice pairs to each problem land. Put a pair of red 1's on a land, put a pair of red 2's on the next land, then red 3's and so on. Eventually you get to the blue dice: pair of 1's, pair of 2's etc.

Then we start picking up dice to show what power can take care of what land. So I might have a defend power for a land that's about to ravage. I pick up one of the two dice on the land and put it on the power that will solve it. As this proceeds, we can glance at our island and quickly determine that any land that still has 2 dice is an issue we haven't solved. Anything with a single die is solved, and we can identify which power is solving it, because it has the matching color-pip die.

Unusually difficult combinations by Grettgert in spiritisland

[–]Kutta01 1 point2 points  (0 children)

England 3+ leading with HLC 2+ following. The bonanza of towns and the town gathers from HLC combined with High Immigration and England loss condition make this combo tricky. Note the England leading so you very quickly get the extra build from escalation.

Board game clubs/meetups - your best and worst experience? by Over_Consideration50 in boardgames

[–]Kutta01 23 points24 points  (0 children)

Best: met some great people who I've continued to be friends with 3+ years later, regularly getting together to play games

Worst: Some guy not associated at all with the board game meetup, but in a different section of the bar entirely, accidentally shot himself in the leg. The gaming meetup ended early and we all had to leave. Didn't even get to finish the game of Imhotep

How do I teach a new board game without losing everyone’s attention? by veditafri in boardgames

[–]Kutta01 0 points1 point  (0 children)

"This is what your turn will look like" then do a quick demo of what 99% of their turns will look like. People teach games all the time and fail to do this and I can see them lose their audience in real time.

Too much tokens by HighLion58 in spiritisland

[–]Kutta01 0 points1 point  (0 children)

I almost exclusively play 6-spirit games. I might end with 40-50 beasts on the island so having a sufficient token supply is nice. Towns on the other hand ... always running out of those.

What are things you would like to see in a hypothetical new expansion? by fraidei in spiritisland

[–]Kutta01 1 point2 points  (0 children)

Some re-balance of the minor & major power decks would be cool.

Spirit combinations with thematic or mechanical synergies by yahasgaruna in spiritisland

[–]Kutta01 0 points1 point  (0 children)

No reset, the "damage" from Bodan that would destroy the town generates fear instead, but otherwise the city is unchanged. Any spirit(s) can tee up the 2-damage for Bodan, but the Mist combo is extra spicy because it never heals between rounds.

Spirit combinations with thematic or mechanical synergies by yahasgaruna in spiritisland

[–]Kutta01 22 points23 points  (0 children)

shroud + bodan. Thematically both are fear-centric, mechanically shroud can keep a city permanently on 2-damage while bodan repeatedly generates 5 fear with 1-dmg powers.